Limited support
This feature is only present in Portal 2: Community Edition and Portal: Revolution.
Caution:

HintNode is an internal entity and should not be used on its own.

BASE HintNode

KeyValues

spawnflags <flags>

No description provided.

Possible Flags:

NameValueDefault
Allow jump up65536

Hint <choices> = None (0)

No description provided.

Possible Values:

NameValue
None0
World: Door (Not Used)1
World: Window2
World: Act Busy Hint12
World: Visually Interesting13
World: Visually Interesting (Don't aim at)14
World: Inhibit Combine Mines within 15 feet15
World: Visually Interesting (Stealth mode)16
Tactical: Crouch Cover Medium100
Tactical: Crouch Cover Low101
Tactical: Spawn (Not Used)102
Tactical: Entrance / Exit Pinch103
Tactical: Guard (Not Used)104
Tactical: Enemy Disadvantage Point105
Tactical: Health Kit (Not Used)106
Tactical: High Ground107
Antlion: Burrow Point400
Antlion: Thumper Flee Point401
Headcrab: Burrow Point450
Headcrab: Exit Pod Point451
Roller: Patrol Point500
Roller: Cleanup Spot501
Crow: Fly to point700
Crow: Perch point701
Follower: Wait point900
Override jump permission901
Player squad transition point902
NPC exit point903
Strider node904
Player Ally: Push away destination950
PLayer Ally: Fear withdrawal destination951
HL1 World: Machinery1000
HL1 World: Blinking Light1001
HL1 World: Human Blood1002
HL1 World: Alien Blood1003
Portal 2: Nest1200

Hint Activity <string>

Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.

Node FOV <choices> = 180 Degrees (180)

Imagine this node requires that an NPC be in the node's field of view in order to use this hint.

Possible Values:

NameValue
45 Degrees45
90 Degrees90
180 Degrees180
360 Degrees360

Start Hint Disabled <boolean> = No

No description provided.

Hint Group <string>

If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.

Target node <node_dest> = -1

The node ID of an associated target node, if any.

Ignore Facing <choices> = Default (2)

Don't pay attention to the facing of the node. May not apply to a given hint type.

Possible Values:

NameValue
No0
Yes1
Default2

Minimum State <choices> = Idle (1)

Require an NPC have a minimum state to use the hint.

Possible Values:

NameValue
Idle1
Alert2
Combat3

Maximum State <choices> = Combat (3)

Require an NPC have a maximum state to use the hint.

Possible Values:

NameValue
Idle1
Alert2
Combat3

Radius <integer> = 0

How close an NPC must be to consider this hint. 0 means infinite.

Inherited from Node

Node ID <node_id>

No description provided.

Inputs

EnableHint <void>

Enable hint.

DisableHint <void>

Disable hint.